GDC Vault is part of the Informa Tech Division of Informa PLC
This is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.
|Session Name:||Until You Fall: Building Satisfying VR Combat on a Budget Part 2|
|Speaker(s):||Dave Bennett, Patrick Jalbert|
|Company Name(s):||Schell Games, Schell Games|
|Track / Format:||Production & Team Management|
Did you know free users get access to 30% of content from the last 2 years?
|Overview:||Until You Fall is a VR melee action game that doubles down on the concept of juicy, over-the-top combat in the form of hitting monsters with swords and crushing gems to absorb their power.Because the game was built by a small team during a relatively short development cycle it was important to make tough calls about which interactions were truly central to making an awesome sword fighting game, and which interactions could be cut without compromising the sense of presence in VR.Intended as a companion piece to their first talk uploaded earlier this year, Dave Bennett (Project Director) and Patrick Jalbert (Design Director) talk through where the Until You Fall team focused their efforts during development, giving examples of how specific features ended up working (or in some cases, didn't work as expected).|